To Triumph or to Socialize? The Role of Gaming Motivations in Multiplayer Online Battle Arena Gameplay Preferences

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
Justin W. Bonny, Lisa M. Castaneda
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引用次数: 3

Abstract

Background Individuals choose to engage in multiple types of online team-based video games. Gameplay options allow for player preferences to shape their gaming experience. Within the multiplayer online battle arena (MOBA) genre, players can decide whether to play matches with familiar or random teammates and whether their performance impacts their skill rating. Individual differences in video game engagement and genre preferences have been connected with player motivations and uses of video games and psychological traits that influence social interactions. The present study examined the extent to which the match preferences of MOBA players related to these factors. Methods Individuals attending an international MOBA tournament were recruited for the present research. Player MOBA match selection history was collected along with questionnaires measuring video game uses and gratifications, preference for solitude, tolerance of disagreement, and a test of theory of mind ability. Results Three main findings were observed. First, the highest-rated video game motivation was to socially interact with others. Second, players that displayed different preferences for types of MOBA matches varied in social interaction and competition video gameplay motivation scales. Third, although individual differences in fantasy video game motivation were correlated with theory of mind ability and preference for solitude, they did not vary by MOBA match preferences. Conclusion The results of the present study indicated that MOBA players were more strongly motivated by social aspects of video gameplay and variations in video game motivation to compete correlated with the extent to which they engaged in different types of MOBA play.
为了胜利还是为了社交?游戏动机在多人在线竞技游戏玩法偏好中的作用
个人选择参与多种类型的基于团队的在线视频游戏。游戏玩法选项允许玩家的偏好来塑造他们的游戏体验。在多人在线竞技游戏(MOBA)类型中,玩家可以决定是否与熟悉的或随机的队友进行比赛,以及他们的表现是否会影响他们的技能等级。电子游戏粘性和类型偏好的个体差异与玩家动机和电子游戏使用以及影响社交互动的心理特征有关。本研究考察了MOBA玩家的比赛偏好与这些因素的关联程度。方法招募参加国际MOBA锦标赛的个体进行本研究。玩家的MOBA比赛选择历史被收集起来,同时还收集了测量电子游戏使用和满足感、对孤独的偏好、对分歧的容忍度以及心理理论能力测试的问卷。结果观察到三个主要特点。首先,最重要的电子游戏动机是与他人进行社交互动。其次,对MOBA比赛类型表现出不同偏好的玩家在社交互动和比赛视频玩法动机方面存在差异。第三,尽管幻想电子游戏动机的个体差异与心理理论能力和孤独偏好相关,但它们不受MOBA比赛偏好的影响。本研究的结果表明,MOBA玩家更强烈地受到电子游戏玩法的社交方面的激励,电子游戏竞争动机的变化与他们参与不同类型MOBA游戏的程度相关。
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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